1.6.2 - January 30th 2024
NEW
7 new colony 3D terrains, one for each of the different planet biomes (Terran, Desert, Lava, Acid, Ice, Swamp, and Barren).
GAMEPLAY
Infrastructure development upgrades now provide extra experience to the colony leader, as it was the case already for planetary engineering and construction projects.
Now possible to manually rotate orbital stations in combat (a bug was preventing that before).
UI / GRAPHICS
The confirmation screen that pops up when building an outpost on an asteroid belt now informs the size of the belt, to help identify the asteroid belt that is about to be mined.
Added a note to the 'Score victory' tooltip in the 'Victory Conditions' panel on the 'New Game' screen, to clarify that the game doesn't end after an arbitrary number of turns have passed when the score victory is disabled.
BUG FIXES
Fixed a bug that was causing the Aggression modifier (in the 'New Game' screen) to not work properly after saving and reloading. The game would start with the defined aggression modifier, but would revert to 'Normal' aggression after reloading. This bug was present since version 1.6 (Nov 23). Ongoing games will get automatically fixed after this update, so there's no need to re-start to benefit from this fix.
Fixed a bug that was causing the 'Zoom & Shoot' ship kill animation, that can sometimes be displayed when finishing off a ship, to not trigger. Remember that you can skip the animation by pressing a mouse button or the 'Space' or 'Esc' keys. You can also disable the 'Zoom & Shoot' animation entirely in the 'Game Settings.
Fixed a bug after winning a 'Domination victory' and saving the game, when re-loading that won game, the domination, score and science victory progress weren't displayed anymore.
Fixed another bug in the 'Domination victory' that was allowing domination victory to be achieved when a homeworld was not taken but was only in the empire's influence zone. Controlling the homeworld is required for a domination victory.
Fixed a bug in the production overflow when constructing ships or buildings that could display an incorrect number of turns necessary for project completion in the situation where there was flat production being obtained for construction projects.
Fixed a glitch that was causing the default historical graph setting to be 'Tech' and not 'Overall', as it should, when the graph is presented for the first time in the 'Empire Overview' screen.
Fixed a glitch that was causing the Terran terrain waterfall to not flow naturally but presenting the waterfall with a delay (waterfall display lag). Now it flows continuously since opening the Terran colony.
Fixed a glitch that could cause orbital stations' shields' graphics to not update correctly on the next combat turn, after the orbital station automatic rotation.
Fixed another glitch regarding rotation that was causing the ship direction in the ship panel to not update correctly after manual rotation of ships.
Fixed a rare glitch that could cause a fleet with a set destination, but not yet travelling, to not be able to get back to a system immediately. The fleet would display "ETA: 0 turns" and be rendered on top of the system star.
Fixed an issue that was causing the supply range borders to not update immediately after offering or receiving system gifts.
Evolving Empires
Fixed a bug when picking the 'Master Geologist' wealth culture perk, you'd suddenly become able to spawn a technically infinite supply of space monsters by downgrading and re-raising the eco level to 3. Now, the bonus is only offered once per colony eco-3 upgrading.
Fixed a glitch that could cause the monster spawn progress bar to go overboard in the 'Empire Overview' screen.
Compatibility note: Saves from the previous version 1.6.1 should be fully compatible with 1.6.2, so you can proceed with your games normally.
1.6 Update - Features and Improvements
New Victory Conditions
This was a highly popular feature request by the community, and something we really wanted to offer at some point, and it finally makes it in for 1.6!
In addition to the existing Election and Alliance victory conditions, and the traditional winner conquers all way to win (now called Conquest Victory), you now have the following new ways to win: Wonder, Domination, Science, and Score victory conditions! Here's a brief breakdown.
- To win a Wonder victory, you need to control a certain number of Galactic Wonders, which are super projects you can build in your colonies.
- To win via Domination, you must control a defined number of the original homeworlds of the playing races.
- To win a Science victory, your empire has to reach a combined ultra tech level, by researching the most advanced technologies in each research field, a certain amount of times.
- A Score victory is achieved by whoever has the highest score in the last turn of the game game. This is the overall score reported in the 'Empire Overview' screen.
The new victory conditions can be configured by clicking in the "Advanced Options" button, as can be seen below.
On top of the new victory conditions, you can also configure the new ones but also the pre-existing Election and Conquest victory conditions. You can choose the number of wonders required to build, the percentage of colonized systems that need to be controlled, the frequency in which the Galactic Council will reconvene to try and elect the galactic ruler, and more.
Also, if you wish, you can continue playing after winning or losing due to any victory condition being triggered, and win (or lose) again through other means.
Balance tweaks, and QoL improvements
Along with the new victory conditions, the 1.6 update also offers other new features, many tweaks and improvements, and bug fixes, many in reply to your suggestions.
Included in the new features and improvements is a revamped 'Deep Space Initiative' knowledge culture perk, that now provides free remote exploration on adjacent sectors to the ones just explored. The 'Powerful Creatures' planet special now also provides an empire-wide ground combat bonus. And, the Hall of Fame can now be reset.
There's also the ability to adjust the wormhole lines' brightness (including disabling them); the ability to move weapon slots up and down in the ship design screen; the possibility of listing leaders by their status (unassigned or assigned first). Also, hovering over torpedoes and missiles will now highlight the ships' they're targeting, just to name a few changes.
You can see the full list of changes below.
Version 1.6 - Full Release Note
NEW
- 4 New Victory Conditions! Wonder, Domination, Science, and Score victories. Also, revamped Conquest Victory now allows setting the percentage of colonized systems that are required to win. Possible also to configure the new victory conditions and the frequency of Galactic Council sessions for the Election victory.
- It is now possible to adjust the wormhole lines' brightness in the galaxy map, including disabling them.
- 'Deep Space Initiative' culture perk revamped, now provides free remote exploration on adjacent sectors to the ones explored. This shall provide for a faster and more balanced remote exploration experience in bigger maps.
- It is now possible to move weapon components up and down on a ship in the ship design screen.
- New Hall of Fame reset option added! Resetting the hall of fame reverts it to the default entries.
- The 'Powerful Creatures' planet special now also provides an empire-wide ground combat bonus.
- Added information on what each colony is currently producing to the system tooltip in the galaxy map. Hovering over each system now lists the current colony construction projects in each colony.
AI IMPROVEMENTS
- The AI now scraps planetary domes and micro gravity generators when they are no longer needed.
BALANCE
- 'Deep Space Initiative' culture perked moved from the 1st to the 3rd level on the 'Knowledge' culture branch. The 'Theory of Everything' culture perk, that provides two free technologies, now has competition on the 3rd level. And, the 'Astronomy Culture' perk, that provides a second remote exploration target is now a single choice in the 1st level.
- 'Quantum Singularity' technology now provides +100 flat research points per exploited black hole, instead of previous +200% RP on accretion disk, making it a far more interesting tech now.
- Exchanging techs with other empires via 'Research Treaty' now a bit harder and not as easy as before.
- Space requirements for some unique super technologies found in ruins were revised to be a bit smaller and even more attractive to equip. Chaos Chain space reduced from 150 to 125. Positron Torpedo from 150 to 135, and Ion Discharger space reduced from 150 to 140.
- Leader desires for building galactic wonders in their colonies were reduced significantly, especially for the wonders that would be hard to unlock with the current culture choices.
- The more powerful ships and unique technologies found in ruins now tend to be found a bit later in the game when going with lower production and research efficiency picked at game start. The less research efficiency/speed of the game, the later these powerful items will tend to be found, so that these do not come into play too early for the current research status of the galaxy.
- Evolving Empires
- Subject empires will now refrain from destroying minor civilizations their overlord has access to.
PERFORMANCE
- Loading a saved game is now much faster. This is especially noticeable in big late-game saves.
UI / GRAPHICS
- Espionage assignments screen tweaked to show spy missions by category, resulting in a better presentation of available missions.
- New notification now informs the player that cloning centers may no longer be needed when a colony reaches maximum population capacity.
- The leaders management screen now offers the possibility of listing the leaders by their status: unassigned or assigned leaders shown first. Sorting by 'unassigned first' can help speed up finding leaders that may be ready for new spy operations.
- The 'Fusion Beam' effect has been replaced by the correct effect. It was using the same effect of the 'Laser Beam'.
- Hovering over torpedoes and missiles in combat will now highlight the ships' they're targeting.
- The colony invasion notification now takes you directly to the planet instead of the system view.
- Now possible to center the galaxy map on overview panel's objects by holding the 'ctrl' key and left clicking on that item. This worked for ships and fleets before, and now works for all items: colonies, planets, asteroid belts, gas giants, accretion disks, fleets and ships. This allows the player to find these items better in the overview panel.
- The 'Disable All' button in the 'New Game Setup' screen now has a tooltip to explain the behavior, what players are disabled, and that only two are left enabled.
- Tribute requests now show how much money is requested directly in the main diplomacy dialog message, and not only in the diplomatic message tooltip.
- The 'Threat to Leave' leader notification now blocks the 'Accept' option if the player does not have enough funds to pay the leader's request. The tooltip explains what options are available to the player to obtain enough funds.
- The 'Natural Wonders' and 'Exceptional Fossils' planet specials now list "+100% from Space Socialites" in the colony BC tooltip, to clarify where the extra credits are coming from.
- A warning is now raised when trying to assign a colony leader to a spy mission if a leader desire would become unfulfilled by relocating the leader to other duty.
- The tooltip for the 'Just One More Turn' button in the victory screen now clarifies that, in light of the new victory conditions' changes, you can continue playing after winning or losing due to a particular victory condition, and win (or lose) again through other means.
- Now possible to scroll the tech tree left and right using the 'A' and 'D' keys. The tech tree horizontal scroll bar was also slightly thickened to improve usability.
- Now easier to click on fighters and bombers to target them in combat.
- The Raid UI, the panel shown after raiding a colony with an assault ship, was revamped to be inline with the same theme of the other screens. It was using an older version of the UI.
- Hovering over a leader desire notification will now highlight the system, or fleet, in the galaxy map where the leader is stationed.
- The fleets overview panel now shows which fleets have leaders, and the number of them. Also possible to sort the fleets in the overview panel by amount of leaders present in the fleet.
- A bit more transparency was added to the 'Colony Structures' list panel in the colony screen. Now it looks better, as more buildings and terrain can be seen behind that panel.
- The 'Planet Construction' tooltip now clarifies that the system must have a colony to support a planet construction project in that system.
- The 'Master Geologists' wealth culture perk now clarifies that the uplifted worlds that are allowed to be terraformed with that perk are the ones that have ecological level 3, which cannot be terraformed otherwise.
SOUND & MUSIC
- Added sound when assigning a leader to a spy mission.
BUG FIXES Base-Game
- Fixed a major bug that could cause a game freeze when two or more 'Chaos Chain' weapon slots were fired at the same time at a target.
- Fixed a major bug that could cause significant slowdown and sometimes a crash in the system view when displaying too many Human frigate and destroyer ships. This could also happen with Moltar ships.
- Fixed a major bug in space combat that could cause a hang when using a unique ship found in ruins with bomber bays in combat without having researched any missile technology.
- Fixed a bug that was causing early research breakthroughs to only happen at turn ETA 3 to tech breakthrough. The correct behavior is at ETA 3 and 2. The wording on the early breakthrough was revised to clarify it's 3 or 2 turns for breakthrough.
- Fixed a bug that was allowing the “You can build an Outpost” notification to be displayed when the Outpost ship had already been destroyed.
- Fixed an issue that was causing the population growth rate displayed on the 'Population Details' panel in the colony screen to not update when changing production allocated to planetary engineering and towards 'Habitat Control'.
- Fixed a rare bug that was causing o known system to be displayed as 'Unknown destination', when the system was in fact known.
- Fixed a rare issue that was causing an empire name to be displayed and revealed in the fleet panel, without contact had been made with that empire before, in special circumstances.
- Fixed a bug that was allowing the 'Collective Transcendence' unique ability to unlock only after one Economics tech had been researched. At least two techs need to be researched in all fields.
- Fixed a rare bug that could cause a duplicate unique tech found in ruins to be obtained by the enemy even after the player had paid exclusivity access on the 'An offer you can refuse' galactic event.
- Fixed a bug that could allow leaders to obtain more than 5 secondary skills in special game event combinations.
- Fixed a bug that was causing a lone frigate to not be able to board a target immediately after casting a tractor beam.
- Fixed a rare bug that could lead to a combat lockup when a ship was mind-controlled in the same turn it was instructed to flee.
- Fixed an issue that was causing peace treaties to not be displayed in the diplomacy dialog screen.
Peace treaties are now displayed and tell the player how many turns remain until the peace treaty remains in effect.
- Fixed a glitch that was allowing the horizontal scrollbar of the research screen to be set on the last viewed position in a previous game. It now resets the position on a new game.
- Fixed a glitch in the Human default fleet. The alternate cruiser design had misaligned light effects.
- Fixed a bug in the empire rankings shown in the diplomacy screen where sometimes the rankings could be different in the first time this screen was opened with respect to following openings. Also, the ranking could sometimes be shown incorrectly in the AI diplomacy status screen. It was taking into account all empires, including the ones the player didn't have contact with yet. It now shows the correct rankings in both instances.
- Fixed a rare sabotage bug where a notification that a leader and crew were recalled from a sabotage mission would be raised even though the sabotage already happened the turn before. This special case happened when a leader was previously assigned to a ship before being assigned to a sabotage mission.
- Fixed a glitch in space combat when hovering over a ship's special system and then pressing the tab key (without moving the mouse off the special system) and then selecting another ship without a special system. The pop up info on the special system would remain on the screen and wouldn't go away until another ship was selected with a special system.
- Fixed a typo on the message when you click on an unexplored white star, "while not has bad" now "while not as bad".
- Fixed a typo on the 'Balanced' option tooltip under 'Automate Remote Exploration' had a second period after "pattern".
- Fixed a typo on the 'Battle Graveyard' galactic event, which had a bad paragraph break. The sentence "You will not know the secret." is now part of the same paragraph as "The gift shall not be yours. Stay away, or prepare to suffer."
- Fixed a typo on the 'Raid' report after raiding a planet such as "...X BC of strange artifacts," had two spaces between "of" and "strange".
- Fixed a typo on the 'Transporter Room' special system, a space was missing in "...be captured during combat.The Transporter Room has..".
- Fixed a typo where "Polution" should be "Pollution" in both the planetary engineering tooltip and eco-engineering button tooltip in the colony screen.
- Fixed a rare bug that could still cause a duplicate spy skill choice (same skill offered in both options) when leveling up a spy leader. This should now be fixed for good.
- Fixed an issue in the Alliance victory displayed in the 'Galactic Council' screen during voting. It would display "Defeat" to the player when voting for an Ally and accepting the results. Now it displays "You win an alliance victory!" when voting for an ally and the ally wins, when both accepting or refusing the AI ruling.
- Fixed a bug that was allowing an empire to offer both a peace treaty and a surrender request in the same turn.
- Fixed an issue when scrapping a project for a galactic wonder, a notification would explain that credits "could be salvaged" from cancelling the project, which could make it unclear if some further action was necessary to obtain the credits. The notification was revised to clarify that the salvaged credits "were added" to your treasury.
- Fixed an issue that was not allowing the fleet panel to close when hitting the 'Esc' key when the 'Fleet Assign Right Click' option was selected in the 'Game Settings'. It only worked in the default assigning mode. Now it works in both modes.
- Fixed an issue in the 'Overview' panel which was causing the 'Ships Overview' to not be instantly refreshed when assigning a ship to a system.
- Fixed an issue that was causing an unknown empire to be revealed by inspecting an outpost or colony built in the system view without formal contact had been made with that empire.
- Fixed an issue that was causing the supply range to not update immediately after stealing a logistics tech via espionage.
- Fixed an issue in the 'Overlap panel', shown when multiple fleets are in the same space, where sometimes an AI fleet would be described as travelling to an "unexplored system", when that system was already known by the player, so the name of the system should be shown instead.
- Fixed an issue that was causing orbital stations to not refresh immediately in the overview panel after obtaining a tech for orbital station construction, via technology exchange. Now, the overview panel refreshes immediately.
Evolving Empires
- Fixed a rare bug that could create game corruption when revealing a minor civilization that had been already assimilated, using the 'Sacrifical Lambs' evolution perk. This special case could manifest when the minor had been assimilated in the exact turn before it was revealed by another player.
- Fixed a bug that could lead to "infinite infrastructure upgrades" in a colony after picking the 'Telepathic Command' evolution perk before doing the colony infrastructure upgrade.
- Fixed a bug in the 'Extreme Transformation' evolution perk which would cancel all ongoing wars upon being selected, when it shouldn't. Only treaties shall be canceled.
- Fixed another bug in the 'Extreme Transformation' evolution perk in combination with the 'Resilient Settlers' unique ability, where the latter was not consuming its charge when colonizing planets of types for which the colonization tech was not researched. It now also consumes the ability with the Extreme Transformation perk, even if all biomes are ideal.
- Fixed a bug in the 'Spiritual Awakening' evolution perk, which was allowing bombing to occur even though the perk denies it. This is now corrected.
- Fixed a typo on the 'Minor Civilizations' tooltip on the Galaxy Setup panel of the 'New Game' setup screen. Changed "of the planet their inhabit" to "of the planet they inhabit".
- Fixed an issue in the 'Spiritual Awakening' evolution perk where it could be unclear what strategic resource technologies did the perk offered. The perk's tooltip now explains that the technologies offered are the ones associated with research choices, which are unlocked after gaining access to the strategic resource for the first time.
- Fixed an issue in the minor civilization tooltip which would reveal the name of an unknown empire that had fully surveyed them, without formal contact had been established with that empire.
Compatibility and finishing an ongoing game
Due to the extension of the changes, saves from previous versions may not be compatible with the 1.6 update. For a better experience, it is advisable that you start new games to enjoy the new features and improvements fully, and not have bugs
If you want to finish your current game with the previous version (1.5.3), on GOG Galaxy choose the previous 1.5.3 version by choosing Options -> Manage Installation -> Set "Automatically update to newest version" to off and choose the 1.5.3 version.
Thanks
We want to thank everyone who has helped test this update. Big thanks to everyone who has bought the game, and the expansions, so far. Thank you.
We hope you enjoy the new the free 1.6 update! If you haven't bought the Natural Law expansion yet, please consider buying as it adds 2 very nice playable races to the game, that will have their own Evolution tree with the Evolving Empires expansion, among other features and music tracks. The Evolving Empires expansion adds two major new features: Evolutions and Minor Civilizations. It also includes 7 new leaders and 2 new music tracks. If you have a few minutes to spare, and have been enjoying what we do, please leave us a review on GOG!
Have fun!
Praxis Games
1.4.2 'Minor Civs Detected' Update Released - June 4th 2022
Hello everyone!
It's been about a week since we released the Evolving Empires expansion and the free 1.4 update. We hope you are enjoying the new expansion and the new free update with all the new features and improvements.
In the meantime, we've been listening to your feedback so we're releasing a new patch addressing some of the issues raised. Version 1.4.2 makes significant changes to the new 'Minor Civilizations' feature of the Evolving Empires expansion. It also fixes some issues found since the release. Most changes are for the Evolving Empires expansion, some are for Natural Law and there also changes to the base-game.
We received a lot of great feedback on the new expansion, and more concretely on the new 'Minor Civilizations' feature, which helped us understand that some tweaks and balance changes were in order to unlock its full potential. We became aware some people reported not finding enough minor civs, or when they did these sometimes appeared a bit too late in the game. We also became aware the unintentional destruction of minor civs with blind colonization (not having full scan over a system) was an issue for some people. We acknowledged the situation was not ideal, so 1.4.2 addresses that.
Thanks to everyone who helped beta test this update. To everyone who helped, don't forget to revert from the unstable to the default Steam branch, so you can get the 1.4.2 official update.
Please enjoy the new update, and let us know if you find any issues. Thanks everyone for reading and for the support! If you have a few minutes to spare, and have been enjoying what we do, please leave us a review on GOG!
Level up your Galactic Empire with Evolving Empires today!
The Dev Team Praxis Games
Version 1.4.2
Compatibility note: Saves from previous versions are not compatible with 1.4.2. So, you will need to start new games to enjoy this new update. If you want to finish your current game with the previous version (1.4.1) please choose the previous 1version (1.4.1) by choosing Options -> Manage Installation -> Set "Automatically update to newest version" to off and choose the 1.4.1 version.
GAMEPLAY Evolving Empires New 'Detected' state for 'Minor Civilizations' allows minors to be revealed with 'Basic' scan level (e.g. normal ship visit or basic remote exploration level), where before 'Full' scan was required to reveal the minor. This new state doesn't reveal the minors' type nor allows access to its relationship bonuses. For that, 'Full' scan is still required. In the 'Detect' state, you only know a minor is there (intelligent life signals detected) but you do not know who they are nor what bonuses they may provide. This resolves the unintentional destruction of minor civs with blind colonization issue, and will allow for more minors to be revealed early, although with no detailed information yet.
BALANCE Evolving Empires The game offers a bit more minor civilizations at the start now. The minor civs slider tooltip now states that 5 to 12% of star systems will contain a minor, depending on the minors abundance set (none, few, average, many). Minor civilizations are now distributed more evenly throughout the galaxy map. Before, minor civs could appear in clusters too near each other, and not enough could be found near homeworlds. That is now fixed. The Cerixx affinity's evolution perk 'Technophiles', which allows buying techs with cash, now only requires 0.75 BC for each remaining RP a tech requires to be researched, where before the conversion was 1 BC to 1 RP. This balance change was also done to make them more competitive and to ease the buying of techs with money, which is a lot of fun by the way. Natural Law The Cerixx race now has the '+1 BC per POP' racial modifier bonus. This race needed this money bonus to be more inline with its strengths as a race and to stay competitive. The Cerixx race now has the 'Easily Seen' special ability. They are small, but they ride big mechs after all :) This compensates the added money of the item above and it makes sense for them to be more spied on, due to their love for shiny new tech and somewhat careless behavior. They do have the 'Investigation' unique ability though, which catches spies currently undertaking espionage, so it's a gamble for who decides to spy on them.
AI Evolving Empires The AI now surveys minor civilizations quicker and more efficiently. Before, the AI could interrupt surveying minors and lose progress too often, and would start surveying minors a bit too late. So, expect more competition from the AI on the minor civs department now!
UI / GRAPHICS Natural Law Cerixx ships' Frigate A and Cruiser A now have a bigger engine trail effect to make these ships easier to tell which part is the front and the back. Base-game The images of buildings, planet specials and ships displayed on tooltips were increased a bit.
BUG FIXES Evolving Empires Fixed a bug that would cause duplicate leaders to appear and accept working for different empires, which could lead to additional issues when influencing those leaders when a "copy" of the leader already present in the influencing empire. This was caused when all leaders were dismissed when the Kaek empire chose their 'Hub and Spoke' evolution perk, which was accounting for all leaders the Kaek knew about, and not just the ones that were actually working for them at that time. Fixed an issue that was not allowing for new scanner technology to take effect immediately when bought with money using the Cerixx affinity 'Technophiles' evolution. Fixed an issue that was not allowing the access state of known 'Minor Civilizations' to update upon picking the 'Empire Patrols' evolution perk of the Cerixx affinity evolution. Now minors' access state (e.g. exclusive access), updates immediate and not just in the next turn. [Evolving Empires expansion] Fixed a bug that would cause a blocking issue with remote exploration when playing with the Palacean affinity when a monster offspring would join the empire on a system (Natural Allies' evolution perk) without a fleet being present. Fixed a typo on the Android leaders' description. 'Creatores' is now 'Creators'. Natural Law Fixed a bug that would cause the Cerixx's 'Containment' unique ability to become permanently in effect, and blocking fleets in a system forever, after the Cerixx were vanquished, as the containment field would never be lifted after that point. Now it is lifted when the Cerixx empire is eliminated from the game. Base-game Fixed a bug that was allowing all empires to receive the benefit of the 'Neutronium Armor Coating' tech (bonus to armor) with available sources of the 'Neutronium' strategic resource, even without having researched the tech. Fixed a bug that was causing upgradeable buildings (e.g. Airspace Support Facility, Marine Garrison) to not automatically upgrade upon conquering a colony. Now these upgrade to the newest available technology. Fixed a bug that would cause the 'Delicate Delicacies' event action notification to disappear upon resetting or reordering the tech queue. Fixed an issue that was causing some lag in the planetary view for 4K resolutions, especially noticeable on the Terran terrain, but also others. Fixed a bug that was allowing for the function keys (e.g. F1) to be pressable on the main menu and new game screens. Fixed an issue in the ships' overview panel with the stationed status filter for ships. Some ships could be listed as being stationed when in fact they were traveling.
July 07 2021
Here's another small update to address a few issues.
Saves are 100% compatible with the previous 1.3.x versions.
As always, thanks to all who bought the game and the Natural Law expansion so far. If you have a few minutes to spare, and have been enjoying what we do, please leave us a review on GOG!
Have fun!
Praxis Games
VERSION 1.3.4 (changelog)
BUG FIXES
- Fixed an issue with the 'Space Elevator' facility where it could still prevent the colony view screen from closing when clicking on the 'close button' and instead would ask if the space elevator should be scrapped. This still happened in window-mode with certain custom resolutions.
- Fixed an issue in the 'Uncreative' leader skill where the wording "No secondary skill choice on level up" could be misleading. It now reads: "Only one secondary skill option on level up".
- Fixed a glitch in the Admiral Diaz' angry animation, where her arms could fold incorrectly. The arm is now correctly layered on top of the body [Natural Law expansion].
- Fixed an issue when 'Trade Goods' was in the construction queue, it would not refresh the empire credits when adding another project to the top of the queue. It would still report credits as if Trade Goods were on top (a refresh was required).
- Fixed a text error in the Point Defense tooltip vs torpedoes. "Can't fire torpedos" now reads: "Can't fire at torpedoes". And, another instance of "torpedos" in the PD tooltips was also fixed to "torpedoes".
June 30th 2021
One more small update to address a few issues and to add some important improvements, which should be particularly helpful for colorblind players.
Saves are 100% compatible with the previous 1.3.x versions.
As always, thanks to all who bought the game and the Natural Law expansion so far. If you have a few minutes to spare, and have been enjoying what we do, please leave us a review on GOG!
Have fun!
Praxis Games
VERSION 1.3.3 (changelog)
NEW
- New 'Background Nebula Density' option in the game settings allows setting less or more density to the star map's background nebula.
UI / GRAPHICS
- The empire yellow color was tweaked to be slightly less bright to not be so similar with the light green color, to help colorblind folks.
- The small icon balls representing Gas Giants in the system labels are now displayed with a slightly different icon to help differentiate from the colonizable planet green color. This was also done to improve the experience of colorblind players.
- Also to help the colorblind experience, the non-ideal biome and gravity habitability icons are now displayed with an exclamation point next to them in the colony view, system view and planet overview panel, whenever they are displayed alone with no additional information.
- The 'Homeworld Name' field is now called 'Home System Name' in the New Game screen since that was not really the name of the home planet but of the homeworld's system.
BUG FIXES
- Fixed a bug that was causing attack opportunities to be denied on systems with rival settlements on the special cases where another fleet was present which belonged to an empire that was either a subject or which the player had a peace treaty with.
- Fixed a bug in the 'Euphoria' achievement that was not allowing it to fire.
- Fixed an issue in the extra 'Maneuverability' option in the ship design screen. When the level changed, the weapons' accuracy did not update. Now they update accordingly.
- Fixed a glitch that was causing some ruler animations to not render properly in the diplomacy screen when the galaxy map was fully zoomed out.
Fixed a glitch that was causing missing particle effects in the Cerixx ruler Marshall Tyraak in one of the hovercraft engines in the New Game screen.
- Fixed an issue that was still allowing the 'Auto-Fire' weapon modification to be installed with 'Point Defense' in the AI ship designs and when generating automatic designs.
- Fixed a glitch that was causing the Overview panel to not respond to the 'SHIFT + O' shortcut to show/hide that panel.
- Fixed an issue that was causing a confirmation window pop up to be raised when generating all ship designs automatically.
- Fixed an issue in the Cerixx alien containment ability description to clarify that the unique ability can be applied in any system the Cerixx have explored and that is within supply range.
- Fixed a bug in the enemy weapons panel in space combat that was allowing the player's weapon ranges to update when hovering the mouse on the enemy ship's weapons.
- Text reworded in some weapon tooltips where it said "2 turns cooldown." Now says "2 turn cooldown".
- Text reworded on the Ship Support Points tooltip, "From Colonies Infrastructure" is now "From Colony Infrastructure".
- The text label on all finished buildings in a colony now reads "Colony Structures"; was "Finished Constructions" before.
- Fixed an issue in the weapons tooltip in space combat where it could show the damage number right next to where it read "From Ship Design" in some resolutions. It was lacking a space between the number and the text.
- Fixed an issue in the Spinal Mount weapon tooltip. The "No range damage dissipation" effect was still listed although the effect was removed a long time ago. The tooltip was reworded accordingly.
- Fixed a bug in the 'Armor' empire effects tooltip where it would show a bonus when there were sources of Neutronium available in the empire even though the 'Neutronium Armor Coating' tech was not researched yet. The effects were not being applied, it was only a display bug.
- Fixed an issue that was causing orbital stations to not update immediately after having found a unique technology when searching ruins (e.g. Adamantium armor). Orbital stations would only update when a subsequent weapons or defenses technology was researched. This is now fixed.
This is a smaller update to address some minor but still important issues found in the previous version.
Saves are 100% compatible with the previous 1.3.x versions.
Thanks to all who bought the game and the Natural Law expansion so far. If you have a few minutes to spare, and have been enjoying what we do, please leave us a review on GOG!
Have fun! Praxis Games
VERSION 1.3.2 (changelog)
UI / GRAPHICS
- The alternative rulers' handle for owners of the Natural Law expansion is now displayed a bit brighter to reinforce the idea that you can click in that handle to choose another portrait for your ruler.
BUG FIXES
- Fixed an issue that was causing the plasma torpedo effect to not be displayed in battle.
- Removed the 'Auto-fire' weapon modification from the Flak Cannon in the 'Scourge of the Stars' unique ship.
- Fixed an issue that was causing the 'Galactic Council' ETA to display a very large number when the council had been dissolved either because the player had won an election victory and decided to continue playing, or refused to accept the AI as the new ruler of the galaxy. Now it displays the Galactic Council is dissolved with the reason why it was so in those cases.
- Fixed an issue in the 'Research Efficiency' from the 'Time Dilation' planet special modifier in the research tooltip in the colony view. It displayed "from BC generation", but the correct wording is "from RP generation".
- Fixed an issue that was causing ship design models to only display costs up to 5 digits in the ship design overview screen, where all the ship models are presented.
- Fixed a bug in two events ('Delicate Delicacies' colony event and 'Divide by Zero - Hello World!' galactic event follow up) that were not triggering as much as they should because one of their conditions was too constraining.
UPDATE (June 18th 2021): Hotfix 1.3.1a released for 1.3.1. The changes of this hotfix were the following:
- The AI now tends to use a bit more ships when defending against invaders
- Turn-processing now much faster in the very late game, especially for very long and extreme sessions with the biggest maps and the highest amount of planets.
- Neutronium Shells' tooltip reworded to clarify that they boost kinetic damage but do not kill marines in the process (perhaps something to add in a next opportunity).
- Fixed a glitch that was causing an incomplete display of a colony in the special and rare case where a colony had a lot of buildings built, and where several of those had been upgraded or scrapped and replaced by others.
- Fixed a glitch that could cause rulers to be displayed with missing pieces in the 'New Game' screen when going to the main menu from a galaxy map fully zoomed out.
- Fixed a glitch that was causing the fleet icons of traveling ships to disappear when the game was fully zoomed out.
- Fixed an issue that was causing some fleet icons to be displayed behind system labels in the galaxy map.
Hello everyone!
It's been a week since we released the free 1.3 update. We hope you are enjoying this new major update with all its new features and improvements.
In the meantime, we've been listening to your feedback, so here's a patch that fixes some issues and adds a few important improvements.
Saves from version 1.3.0 should be 100% compatible with this new version.
Thanks a lot to everyone who has bought the game and has been providing feedback! If you haven't bought the Natural Law expansion yet, please consider buying as it adds 2 very nice playable races to the game, among other features and music tracks. If you have a few minutes to spare, and have been enjoying what we do, please leave us a review on GOG!
Have fun! Praxis Games
VERSION 1.3.1 (change log)
AI IMPROVEMENTS
- The AI now handles its civilian ships much more carefully and will avoid leaving them unprotected or in danger at all costs. This includes Assault ships.
- The AI now refrains from entering into too many wars, especially in the early game and when they already have one war going.
- The outposts and colonies lost by an AI to a conqueror will count a bit less for the AI's surrender purposes if those settlements did not belong to that AI originally (i.e. they were created and belonged to someone else and the AI had conquered them as part of its expansion).
GAMEPLAY
- The Auto-Fire weapon modification can no longer be equipped with the Point Defense modification. It was not functional in space combat already and its support was now also removed from the ship design screen. As a consequence, the Flak Cannon kinetic weapon doesn't allow auto-fire anymore, since it's a Point Defense weapon, and it was non-functional anyway.
UI / GRAPHICS
- The 'UI Scale' option's tooltip was revised to clarify what exactly gets increased, namely the icons and labels text of the galaxy map and system view.
The number of players displayed from which custom races are required to play 10 player sessions was updated to show 8 and not 6 if the player owns the Natural Law expansion, which brings 2 new playable races to the game.
- Neutronium Shells' tooltip reworded to clarify that they boost kinetic damage but do not kill marines in the process (perhaps something to add in a next opportunity). [Hotfix]
BUG FIXES
- Fixed a bug that was causing the ruins search process to hang when a ship was found in the ruins and the fleet had a leader without the explorer skill.
- Fixed a performance issue when visiting many colonies in a row from inside the colony view, by making use of the 'Next Colony' option. This would result in a big frame rate drop when getting back to the galaxy map, which could last for several seconds, the more time the more colonies were visited. Also slightly faster leaving from the colony screen to the galaxy map now.
- Fixed a glitch that sometimes could cause missiles to be left hanging in the battlefield that were not destroyed but also didn't move in very special circumstances involving PD weapons.
- Fixed a bug that was causing a colony to suddenly vanish after eliminating a player from the game if that player had once established an outpost on the planet before that colony was established in it.
- Fixed a glitch that was causing an incomplete display of a colony in the special and rare case where a colony had a lot of buildings built, and where several of those had been upgraded or scrapped and replaced by others. [Hotfix]
Hello everyone!
We are thrilled to announce that the new major and free! 1.3 update for Interstellar Space: Genesis is now available to all players!
This update has been on the unstable branch for beta testing to make sure there were no major unforeseen issues for the smoothest official release possible. We're happy to report that testing went very well, so we believe we're in very good shape. Thanks to everyone who played the unstable build and provided feedback!
Free 1.3 Update - Key Features and Improvements
Surrender Pact
The 1.3 highlights include the brand new Surrender Pact feature! With this new diplomacy treaty, you can now subjugate a rival into a surrender pact, and obtain benefits from it, instead of having to completely wipe it out of the game. Subjects vote for their overlord and contribute to all victory types. 56 new lines of dialog were added to accommodate the surrender pact diplomacy interactions. Check the release note below for all the details!
Alliance Victory
Also in 1.3 we now have the new Alliance Victory condition, where allies win together. When an empire wins, all its allies share victory. It can be enabled or disabled in the new game set up screen.
GOG Achievements
Achievements were also added to the game! There are 57 achievements, which include 3 hidden ones and 7 for the first expansion pack, Natural Law. The achievements are also displayed in-game in a dedicated 'Achievements' screen.
AI Aggressiveness Level
The new 'AI Aggressiveness' option in the 'New Game' screen allows tweaking the desired aggression level for the AI. With higher aggressiveness, the AI will tend to be more hostile, attack more and declare war more often. It will also be more reluctant to sign diplomatic deals. The opposite effect for lower aggression than normal.
New Diplomacy Screen
The diplomacy UI was revamped! The diplomacy dialog screen is now displayed in full screen and the ambassador character is presented much larger, allowing for much more of the character to be seen and the different animations depending on their mood.
And, much more!
There's also a ton of major AI improvements, performance improvements, a new UI-scale slider option, QoL improvements and bug fixes, many of which in response to player feedback, and much more!
You can find the full change log for this update at the end of this post.
Compatibility and finishing an ongoing game
Saves from previous versions are not compatible with version 1.3. To everyone who helped beta test this update, please revert to the main branch by choosing 'Disabled' in GOG's Betas tab. You can then resume playing with the official version now.
If you want to finish your current game with the previous version (1.2.4), please go to Options -> Manage Installation -> Configure -> Set "Automatically update to newest version" to off and choose 1.2.4a from the versions list.
Important note: Custom races designed with previous versions will not work with the old version if you run the game once with the new version (after running 1.3 once, the custom races are updated to work with the new version). So, if you wish to finish a game with the previous version, please delete all your current custom races first, by deleting them in the folder C:\Users\<your_username>\AppData\LocalLow\Praxis Games\ISG\Races, otherwise the game will not launch properly. This is only required if you wish to finish a game with the previous version.
Thanks
We want to thank everyone who has helped test this update. Big thanks to everyone who has bought the game so far. A big thank you also to our artist Camilo Abelayras for creating such beautiful icons for the Achievements. Thank you.
We hope you like the free 1.3 update! As you know, we're doing all we can to keep improving the game and to win your support. If you have a few minutes to spare, and have been enjoying what we do, please leave us a review on GOG!
Have fun! Praxis Games
Version 1.3 (free update change list)
NEW
- New 'Surrender Pact' diplomacy option! Empires facing inevitable defeat can now offer or agree to sign a surrender pact thus removing the need to completely eliminate them from the game. As subject empires, they provide their overlord a hefty percentage of their surplus credits, research points, culture, ship support and strategic resources each turn. Subjects vote for their overlord and contribute to all victory types. An overlord and their subject can make diplomatic coordination requests as if they were allied, but a subject's options are limited. 56 new lines of dialog were added to accommodate the surrender pact diplomacy interactions.
- New 'Alliance Victory' condition - When an empire wins, all its allies share victory. It can be enabled or disabled in the new game set up screen.
- GOG achievements feature added! 57 achievements, which include 3 hidden ones and 7 for the first expansion pack, Natural Law. The achievements are also displayed in-game in a dedicated 'Achievements' screen.
- New 'AI Aggressiveness Modifier' option in the 'New Game' screen allows tweaking the desired aggression level by the AI. With higher aggressiveness, the AI will tend to be more hostile, attack more and declare war more often. It will also be more reluctant to sign deals. The opposite effect for lower aggression than normal.
- Maximum number of players is now 10 (was 8 before).
- One more zoom-out level available in the bigger map games.
- Now possible to set production and research speeds for each player as low as 1% and high as 300%, with a granularity of 1% steps (the 25% steps option is kept along this new high granularity option).
- New Government biases provide for additional flavor and early tensions between empires with different and opposing government types. The effect wears off with time, faster in the easier difficulty levels.
- Diplomacy UI revamped! The diplomacy dialog screen is now displayed in full screen and the ambassador character is presented much larger, allowing for much more of the character to be seen and the different animations depending on their mood.
- New 'Balanced (no ships)' colony AI governor filter allows for balanced colony automation but without ships being constructed by the AI.
- New UI-scale slider option in the 'Game Settings' allows enlarging the galaxy map icons and labels, and also the information presented in the system view, which may be especially useful when playing the game in very big monitors and TVs.
AI IMPROVEMENTS
- Significant improvements made to the AI in how it invades outposts. It now takes outposts more diligently and at all times it finds it's opportune, especially in the higher difficulty levels.
- The AI now plans better on what ships are best suited to be used as escorts given the current circumstances (e.g. to escort civilian ships on their colonization, exploitation or exploration missions). Before, the AI could use ships as escorts that were best suited for other roles (e.g. invasions, defense) leaving systems unprotected or taking too long to launch an invasion.
- The AI now goes after Space Monsters more, especially when they guard particularly important systems, not only for their colonization rating but also for their exploitation potential.
- The AI now considers building more capital ships and bringing more ships to battle and is also a bit more aggressive in the late game in the higher difficulty levels.
- The AI will not send suicidal runs against orbital stations addressed (e.g. 1 frigate against a starbase).
- The AI will not be as reluctant to go to war as before (more likely to go to wars in the higher difficulty levels than before, especially early for the warmonger race affinities).
- The AI now handles gifts more sensibly. Previously, it could be too easy to spam the AI with small gifts for big diplomatic benefit.
- The AI will now make it less obvious where it is amassing its ships when preparing for an invasion.
- The AI now considers razing enemy colonies and outposts (it didn't before for design reasons).
- The AI now considers asking for a peace treaty more if they happen to be in a very bad situation even if they are furious towards their rival.
- The AI algorithm to consider establishing outposts was improved which resulted in a more diligent and aggressive approach to establish (and re-capture) mining and tourism sites on accretion disks, especially when these have strategic resources.
- The AI now prioritizes scanners and drive technology a bit more, which boosts their operational effectiveness further.
- The AI now fires all its weapons in combat when it cans where before it could miss the opportunity to fire some weapons due to not having enough angle aperture to fire at their primary target. Now, AI ships consider other targets if they cannot fire at their primary one.
- The AI ships now focus and spread their fire in combat more sensibly, resulting in more aggressive, concentrated and effective attacks.
- The AI now also more effective at finishing off their targets more when they are in bad condition where before the AI ships could change their targets in the middle of the fight and not finish off AI ships when it would be better if they did.
- AI combat enhancements made to make sure ships spend all their actions in the best way possible, prioritizing firing actions and making sure ships can and will fire all of their weapons as much as possible.
- The AI ship design algorithm now considers equipping weapons with different fire arcs more when they think it can result in more effective designs.
- The AI now refrains from using tractor beams on its own mind controlled ships.
- AI now considers using tractor ships before other AI ships fire at targets.
- AI combat improvements on which ships the AI chooses to use first in battle and in which order.
Mind control Titan ability now being considered by the auto-resolve algorithm.
BALANCE
- Ship construction cost reduced from +50% to +25% in the 'Low' Ship Support penalty level (less than 10 negative SSP).
- Ship Attack and Ship Defense penalties reduced from -20% to -15% in the 'High' Ship Support penalty level (less than 25 negative SSP).
- New 'Very High' Ship Support penalty level causes -20% Ship Attack / Ship Defense, +100% ship construction costs and 50BC maintenance per point below the -150 SSP mark.
- New 'Extreme' Ship Support penalty level causes a 25% reduction to all ships' Ship Attack (accuracy) and Ship Defense (evasion rating), +300% ship construction costs and 250BC maintenance per negative SSP point when SSP goes below the -350 mark.
- Auto-resolve improvements: Point Defense weapons were too much of a factor in countering missiles; also, fleet size had too much weight in the combat auto-resolve algorithm.
- Interstellar Geology culture perk now provides a flat +2 strategic resources' bonus instead of a +50% bonus, as that was causing too much production and other excessive effects.
- The Neutronium armor coating tech now provides immunity to beam damage when 8 sources of neutronium are available, where before 5 sources were enough to confer immunity making the effect a too powerful one. Each source now provides +12.5% beam damage reduction per available source, where before it offered +20% per source.
- Gifts not as powerful of an effect on the Sulak, Cerixx and Human race affinities in diplomacy deals.
- Gifts' positive effect wears off faster on the Draguul, Sulak, Human, Palacean, Kaek and Nova race affinities.
- Space mirror array now costs 15 BC to maintain, was 10 BC before.
- Utopia government now has a -25% research penalty on defense technologies.
GAMEPLAY
- Warrior Code unique ability now grants +15% morale per ongoing war (Draguul affinity, also available to custom races).
- Tribute deals are now automatically cancelled when war is declared.
- Bomber bays and fighter bays now factored in the auto-resolve calculations.
- When the odds are overwhelming in favor of the invader, during a planetary assault, the collateral damage applied when it loses were halved.
- Tamara Adams had incorrect leader skills that resulted from a development testing mistake. She now has the scientist, astronautics and activist skills, as designed for this leader. She had espionage skills before.
- An Alliance pact now provides information on all colonies and fleets the allies have to their allies, like the espionage intel-gathering expert skills does. This was designed but not working as intended. Now it is in the game.
PERFORMANCE
- Turn-time performance improvements, especially noticeable in the late game.
- Loading games much faster now.
- Significant combat performance improvements. Combat could start to lag after several combat sessions. This was fixed.
- Major performance improvements for 4K resolutions. The game could be a bit laggy in some places in 4K monitors. That is now fixed.
SOUND & MUSIC
- Diplomacy "angry" tunes now play when an opponent's ambassador leaves when treaties are broken and demands are made that are accepted by the ambassador.
UI / GRAPHICS
- The unique technologies found in ancient ruins are now displayed in the tech tree in a specific panel dedicated to these.
- All the game and galaxy map options information is now presented in the in-game menu screen (e.g. number of space monsters, number of planets, resources, which victory conditions are enabled, etc).
The empire widgets displayed in the diplomacy status screen now show the biome art behind the ambassador's portrait. Biome art now also displayed behind the rulers running in the galactic council's election.
- War declaration notifications on the human player are now clickable, showing a much larger rival ambassador's character in the new diplomacy screen, including the war declaration statement, for increased immersion.
- The successful and failed invasion notifications for the Human player are now shown in purple.
- The diplomacy screen is now automatically displayed when an AI player declares war and attacks the Human player for a more dramatic notice.
- Clicking on ships or fleets in the overview panel on the left now centers the map on that fleet or ship.
- Notice added to the tech tree's galactic wonders tooltips indicating if a wonder was already built, and if so by who and where it is located.
- Several icons received some touch ups to make them more crisp and clean (e.g. capital icon, ruins icon and several notification icons).
- The leader, orbital station, and colony automation icons in the colony overview panel entries were also retouched for better contrast.
- The ships' crew experience is now displayed in the ships' overview panel on the left for each ship.
- Auto-fire weapon modification animation speed increased a little.
- The 'Weapon range' and 'enemy ship targetable area' overlays in space combat are now also displayed selectively by hovering over each weapon.
- Combat HUD now hidden during Auto-Combat for a more cinematic experience.
- Floating damage notices now a bit faster in super-fast autocombat. It could lag quite a bit when there were many floating notices.
- The fleets' ETA is now displayed in the fleets' overview panel on the left.
- The leader icon in the ships' overview panel now has a more comprehensive tooltip. And clicking on the leader icon takes you to the leaders screen.
- New keyboard shortcut 'SHIFT + O' can be used to show/hide the Overview panel.
The 'Larger Text in Tooltips' option in the Game Settings now provides for even bigger text in tooltips (font size was increased).
- Galactic council tooltip text revised to clarify that the terms of refusing the new galactic ruler is bound to human player decision only.
- The 'Offer Ships' diplomacy option now has a tooltip to clarify that ships can be gifted only if they can reach the capital system of the player receiving the ship gifts.
- The 'Ice Age' term used in the corresponding planet special where a planet is cooling down rapidly at a global scale was replaced with the more appropriate "Global Cooling' term.
- New game loading hint provided for the different ways on how leaders can gain experience.
- Applied a bit of transparency to the 'Constructions built' panel in the colony view.
- Tooltips added to treaties in the diplomacy screen treaties list.
- Tribute requests now have a tooltip in the diplomacy screen with information on how much credits are expected to be obtained from the deal.
BUG FIXES
- Fixed a bug that was causing too few Space Monster offspring to be spawned.
- Fixed a glitch in the gravity tooltip in the colony view (the one at the top of the colony screen). The color presented was correct but the information presented in the tooltip was not.
- Fixed a bug that prevented a game to end, and show the corresponding celebrations cinematic, when that game was started right after ending a previous one without quitting to desktop first after ending the first game while choosing the "Just one more turn" option.
- Fixed a rare bug that would cause the game to hang when a gifted ship could not travel to the giftee's territory or to anywhere else and would remain in the origin system without exploring it. If a combat encounter would happen there the game would hang.
- Fixed an issue that could cause bigger save files than usual when starting a new game right after exiting a previous one without quitting to desktop first.
- Fixed a bug that was causing the wrong empires to be considered and sometimes notified when making an alliance coordination request when only AI empires were involved.
- Fixed a bug that was allowing the human player to control their AI allies' production allocation, construction options and even scrapping buildings in their colonies.
- Fixed a bug that was allowing ships with stunned crews caused by neutron beams to flee from combat.
- Fixed an issue that could be causing a bit too many treaties to be broken by the AI at times.
- Fixed an issue in the spy detection chance tooltip. The value was being applied correctly but it could show an incorrect value in the "Pick an espionage mission" tooltip screen when hovering over the Detection Chance for the race that has this bonus.
- Fixed an issue that was not allowing the star distance measuring tool to be activated with 'shift' key.
- Fixed a glitch that was causing the 'Remote exploration' tooltip/panel to sometimes open up on top of 'Overview' text when the overview panel was closed.
- Fixed an issue that was causing panning the map to be too slow with the arrow and WASD keys (mouse dragging was fine though).
- Fixed a bug that was allowing fleeing fleets to sometimes go back to the system they once were and fled from.
- Fixed a glitch that could sometimes present the minimum damage to be slightly superior to the maximum damage in the ship design screen in some particular circumstances.
- Fixed an issue that was causing the tourism strategic value to show only 1 decimal place in the corresponding accretion disk tooltip.
- Fixed a bug that was allowing a 'Psy-Ops' leader influence action to be requested from the player when none could be performed in some scenarios where no rival leader could be influenced or the rival simply run out of leaders to be influenced.
- Fixed a bug that was not allowing a colony leader with the 'colonize a planet' desire to fulfill their desire after the planet where the colonization request was made had suffered a planet construction action (e.g. a Barren planet). Now, the barren world can be (re-)constructed and after colonization the leader will see their leader fulfilled.
- Fixed a glitch that was causing the race modifiers' text to not be displayed in the 'Race customization' screen in a few specific monitor resolutions when using the window mode.
- Fixed an issue that was causing the construction ETA to be incorrect in very specific cases where production overflow was involved. The ETA calculations were correct but the displayed value was not.
- Fixed a bug that was allowing some AI ships to flee under a containment field (Cerixx unique ability) in rare occasions.
- Fixed an issue where sometimes the AI would refuse large gifts but would then gladly accept small ones in the same discussion.
- Fixed the 'Maneuverability Bonus' Titan ship special ability to clarify the Titan ship does not gain its own bonus but only the surrounding ships. Also, the Ship Attack (accuracy) bonus was missing and the Ship Defense (evasion rating) bonus was not being displayed correctly in the tooltip, although the value was being correctly applied in the calculations.
- Fixed tractor beams sometimes left on the battlefield or left hanging with no identified source or target during auto-combat.
- Fixed an issue that was not allowing access to strategic resources tech options when conquering a colony that had the Galactic Space Port. The tech options were unlocked when building the Galactic Space Port but not when acquiring it.
- Fixed an issue that was causing hangs when searching ruins in very specific cirscunstances.
- Fixed a glitch that was causing the fleet set for Humans to reset in the New Game screen to one belonging to a previously selected player. This issue was only visual and would clear up after using the humans alternative fleet set switch for the first time.
- Fixed an issue that was causing the wrong difficulty symbols to be presented for the 'Hard', 'Severe' and 'Impossible' difficulties. It now shows the rook for the 'Hard' difficulty, queen for 'Severe' and the king piece for 'Impossible'.
- Fixed an issue in the 'Galactic Council' with the ultrawide resolutions where you could see bars for the two candidates extend beyond the bounds of the election window. Also, the empire info panel above was shown and could be interacted with.
Fixed a bug that was causing an incorrect notification to be displayed when constructing a colony base
Update 1.2.4a
- Minor update to version 1.2.4 to add the correct GOG store links to the Natural Law DLC.